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I can't edit my post, but the object I also added to the platform (Evilrito (Cheesy) doesn't actually fall down, it's the X value that changes. I misread that in the debugger. So that one continues to move and collide with objects (the yellow detectors). So that would mean my logic must be a bit off about Plain Evilrito 3, even though setting Inactive if too far from window to No does work.
Adding the following event makes Plain Evilrito 3 also stop on the platform, even with the setting still set to Automatic:
* Plain Evilrito 3 collides with the background Plain Evilrito 3 : Stop
I haven't used PMO outside of some tutorials, so do with that information what you will.
Plain Evilrito 3 has under runtime Inactive if too far from window set to Automatic.
The distance between the player and Plain Evilrito 3 is too far for Fusion, so it sets the object to inactive. When an object is inactive the collisions also no longer work, so it starts falling through the ground. You can see this when you add Plain Evilrito 3 to the debugger, the Y value keeps increasing.
So set Inactive if too far from window to No instead of Automatic, you will also need to do this for the other objects if they move this far away from the player/camera location.
Plain Evilrito 3 is just over the edge what Fusion will allow with the automatic setting, when I move Evilrito (Cheesy) to the platform, it too falls down immediately.
I've created an example like that a couple of days ago, I've modified it a bit so the enemy now has a bouncing ball movement and the timer is 3 seconds before you can get damage again.
I could never get that to work in the EL editor either. There is also no skin that I'm aware of that actually is able to change it correctly in the EL editor.
When the counter number become negative the "-" sign will appear in front. When you add a decimal number to the counter the "." will show up. When the counter becomes ridiculous large it is shown in scientific format, so the "e" gets added. That's also the only way I can see the "+" sign being used, for very large numbers.
You could do column charts with the Counter object if you set the type to 'vertical bar'. I've created a quick example for you. I don't know how to create a Pie chart.
In the event editor you would create a condition to get the values for the counters from 'some place', in this example I just used 6 edit boxes.
That would be my guess as well, I would still keep a backup of your *.mfa and *.mfw files that you've saved in MMF2. Don't just override them with the new Fusion 2.5 version. You won't be able to open them again in MMF2 if you do. I would say it's unlikely you would want to do that, but better safe than sorry.
The new Fusion wont override the MMF2 installation, it installs to a separate directory. Unless you are really low on disk space I would keep MMF2 installed for now, it doesn't take up that much space.
Try setting the language in the top right of the store to French (with the little flag icon), and try the voucher again. That did the trick for me when my voucher didn't work.
I've only recently bought Spriter, but I would also be interested in being a tester if you get around to making an extension like that. Same goes for Spine.